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11-24-17 03:41:12 AM

Jul - SM64 Hacking - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) New poll - New thread - New reply
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messiaen
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Posted on 05-06-09 09:40:23 AM Link | Quote
Originally posted by Me-me
Greetings
Well, I downloaded it and patched it to a ROM, but I've seen more glitches and mistakes than in v1.0

-- Dialogs are screwed up. Mostly Koopa the Quick's doialogs though.

-- The water tank is open. One of the walls is tilted so you can walk in there.

-- The cave is open. I don't know if this was intended but anyway it's possible to walk outside the walls and view the level from the outside.


Take this as a feedback. If no one else is experiencing any of this I might have made a mistake instead.


Can you please post screenshots of all of these bugs? Some of them sound strange.

By the way, for those who download the v1.1 in the first hours, please redownload it, there was a problem with Mario's spawn point after he gets a star because I added about +5 points to one of the walls X position. I hate when that happens .

I'm not getting any problem with Koopa que Quick dialogs/water tank. Have you patched over a clean ROM?
Celux

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Posted on 05-07-09 01:27:29 AM (last edited by Celux at 12-09-14 07:32:43 AM) Link | Quote
Wow! Great to see it's finally released! I'll be sure to play through it soon .
Me-me
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Posted on 05-07-09 01:28:00 AM (last edited by Me-me at 05-07-09 09:38 AM) Link | Quote
Here some pic's.

Open Tank

Outside Cave

Screwed up dialog (Koopa the Quick)


Familiar? Anyway I might aswell patch another ROM to make sure i didn't make a mistake

EDIT: Ooops, SUPER-LARGE screenshots. Hehe sorry 'bout that

EDIT2: Ooops again, I guess I jumped to conclusions without properly investigate this first. My bad.
I also deleted some pics to make my post shorter.
RDX

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Posted on 05-07-09 01:43:12 AM Link | Quote
I definitely didn't have any of those issues.

Then again his patch was pretty much flawless, for me. I don't see why people are having so many problems.
gamekrazzy
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Posted on 05-07-09 02:01:11 AM Link | Quote
If it's not happening to you then obviously it's Me-me's Rom, and has nothing to deal with the hack. My guess is you patched the previous Missing Stars, version 1.0 and because the text and level layouts have been changed, from it's original state, the rom still thinks its playing the old one causing the text to get all messed up and certain objects that have been changed (levels too) such as Underground got messed up too. Why don't you try patching a clean new rom and see if the errors happen again.

Sorry i made the assumption that you patched your old SM64 missing stars, but apparently you kept your stars, so I just made the assumption from that.
messiaen
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Posted on 05-07-09 08:50:06 AM Link | Quote
I'm glad apparently no one else had these problems, large projects are very prone to last minute bugs but fortunately I guess I don't need to make yet another update (unless for future bugfixes if needed).

Celux: I hope you enjoy it , tons of things have been improved since you last played it, and the underground area worked very well, thanks for the help! By the way, also big thanks for The Secret Woods level, playing that level was what motivated me to start working on this project in the first place.
BigBrain
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Posted on 05-07-09 11:06:57 AM Link | Quote
Originally posted by messiaen
I'm glad apparently no one else had these problems, large projects are very prone to last minute bugs but fortunately I guess I don't need to make yet another update (unless for future bugfixes if needed).

Celux: I hope you enjoy it , tons of things have been improved since you last played it, and the underground area worked very well, thanks for the help! By the way, also big thanks for The Secret Woods level, playing that level was what motivated me to start working on this project in the first place.

Just btw, perhaps you should provide an md5 sum calculator with the hack and the md5 sum of a correctly patched ROM, too, so that one can easily see wether something went wrong.
Bob-omb8194
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Posted on 05-07-09 07:18:38 PM Link | Quote
Originally posted by Me-me
Greetings
Well, I downloaded it and patched it to a ROM, but I've seen more glitches and mistakes than in v1.0

-- Dialogs are screwed up. Mostly Koopa the Quick's doialogs though.

-- The water tank is open. One of the walls is tilted so you can walk in there.

-- The cave is open. I don't know if this was intended but anyway it's possible to walk outside the walls and view the level from the outside.


Take this as a feedback. If no one else is experiencing any of this I might have made a mistake instead.


This is probably your ROM. I tested it, and none of those things happened to me. There could also have been a error while patching the ROM.

My suggestion would be to try patching your ROM again. If that doesn't work, try another ROM.
Me-me
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Posted on 05-08-09 09:21:53 AM (last edited by Me-me at 05-08-09 09:23 AM) Link | Quote
Well, if you checked my second edit on the post with the pictures you should know I already figured it out.
I made a mistake, I was wrong and so on

Now let's get back to the topic...

EDIT: Eeeh, that belonged in the topic right? That's so me
wowfunhappy
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Posted on 05-15-09 10:23:14 AM Link | Quote
Great job everyone who made this game. It's fun.

I'm purely curious: do you think it would work on actual N64 hardware?
BigBrain
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Posted on 05-15-09 11:05:49 AM Link | Quote
Uhm... don't want to put any pressure on you, but when do you plan to release the source codes?
messiaen
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Posted on 05-15-09 11:55:29 AM Link | Quote
Originally posted by wowfunhappy
Great job everyone who made this game. It's fun.

I'm purely curious: do you think it would work on actual N64 hardware?


It reaches the custom title screen, but levels don't work (not sure about the file select). I'm working on a separate patch that may work on a real N64, it's probably a (hopefully simple to fix) issue with the way the ROM is extended, since the normal extended ROM crashes at the same point.

Originally posted by BigBrain
Uhm... don't want to put any pressure on you, but when do you plan to release the source codes?


Here. Note that some things might still change for a 1.2 "final release" and that I haven't included yet an readme.txt with some instructions about how to compile it, but there's some information on the "header files" thread. Also, I'm a begginer programmer .

0x11A5000 in the ROM is mapped to 0x80405000 in RAM.
VL-Tone
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Posted on 05-15-09 12:04:48 PM Link | Quote
Originally posted by messiaen
Originally posted by wowfunhappy
Great job everyone who made this game. It's fun.

I'm purely curious: do you think it would work on actual N64 hardware?


It reaches the custom title screen, but levels don't work (not sure about the file select). I'm working on a separate patch that may work on a real N64, it's probably a (hopefully simple to fix) issue with the way the ROM is extended, since the normal extended ROM crashes at the same point.


Cellar Dweller mentioned while ago that the extended ROM wouldn't work on a real n64 because the repointed bank addresses are not multiple of 4, which doesn't matter in an emulator, but causes problems on a real n64. Unfortunately I didn't know that when I created the extender.
messiaen
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Posted on 05-15-09 12:14:24 PM (last edited by messiaen at 05-17-09 08:42 AM) Link | Quote
Originally posted by VL-Tone
Cellar Dweller mentioned while ago that the extended ROM wouldn't work on a real n64 because the repointed bank addresses are not multiple of 4, which doesn't matter in an emulator, but causes problems on a real n64. Unfortunately I didn't know that when I created the extender.



hcs (the guy behind the USF format) did a quick test using Cellar Dweller's extender to round the address so that they are aligned (using an 16-byte alignment, all addresses ending in 0, as for some reason I don't understand just being word-aligned isn't enough) and the extended ROM worked, when I fnish the updated patch we'll see if the hardware can handle the expansion pak memory correctly.

Edit: I finished the aligned patch. That was the reason why the extended ROM wouldn't t run on Nemu, it's the only emulator that accurately emulates the alignment isssues:



The next version of Toad's Tool 64 could be a good opportunity to correct this problem, since Nemu's debugger is still unmatched and Project 1.4 is a pain to work with.
messiaen
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Posted on 05-17-09 05:25:54 PM Link | Quote
Time for a double post!

The Missing Stars running on real N64 hardware through a Dr. V64jr. Thanks to hcs for doing this test and recording it.

There are major graphical glitches, probably caused by the display lists edited by hand. Interesting how far the graphical output is from the usual video plugins. I will definetely take a look in some of the low level video plugins which emulate more acuratelly the RSP and see if I can correct some of the mistakes. Other than that, it seems to work ok.
OniLink10
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Posted on 05-17-09 07:36:19 PM Link | Quote
Could you make an alignment patch to repair a freshly extended ROM?
Or is that what your patch does, and I'm only thinking it patches a Freshly Extended ROM to N64-Compatible Missing Stars?
VL-Tone
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Posted on 05-18-09 02:31:08 PM Link | Quote
Originally posted by messiaen
Originally posted by VL-Tone
Cellar Dweller mentioned while ago that the extended ROM wouldn't work on a real n64 because the repointed bank addresses are not multiple of 4, which doesn't matter in an emulator, but causes problems on a real n64. Unfortunately I didn't know that when I created the extender.



hcs (the guy behind the USF format) did a quick test using Cellar Dweller's extender to round the address so that they are aligned (using an 16-byte alignment, all addresses ending in 0, as for some reason I don't understand just being word-aligned isn't enough) and the extended ROM worked, when I fnish the updated patch we'll see if the hardware can handle the expansion pak memory correctly.

Edit: I finished the aligned patch. That was the reason why the extended ROM wouldn't t run on Nemu, it's the only emulator that accurately emulates the alignment isssues:

The next version of Toad's Tool 64 could be a good opportunity to correct this problem, since Nemu's debugger is still unmatched and Project 1.4 is a pain to work with.


Oh I forgot, it's indeed a 16 bytes alignment issue, not 4 bytes.

You're right, TT64 0.6 would be the best opportunity to make drastic changes to the extended ROM format. I was already doing some changes to the ROM inside TT64, such as extending it to 32MB, and patching for extended RAM support, but I think it would make more sense to do all of this into an updated ROM extender that would move the MIO0 banks to 16 bytes aligned addresses.

I'm not sure I could/want to maintain backward compatibility with the old extended ROM format though. It wouldn't be that bad since many SM64 modders will probably scrap their old projects anyway and start creating entirely new levels when 0.6b is released. I'll keep version 0.5.9xx available for download for editing older projects. Maybe I should change the .ext extension to something else to make it easier to differentiate between extended ROM versions.

BTW I recently upgraded to Director 11.5, which includes (at last) a new byte array container type, and ways to use the built-in FileIO commands to load and save binary data into those containers (instead of using external plug-ins and managing bytes into general purpose value lists). This may mean much faster loading/saving/decoding routines, though implementing the new commands would require a partial rewrite.
messiaen
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Posted on 05-18-09 07:17:51 PM Link | Quote
I'm sure people won't mind incompatibility issues, as there's always the option of using old versions of Toad's Tool 64 for smaller hacks.

By the way, did the extended memory patch worked ok? I can work on a few more patches for the new ROM, one of them - which I'm already working on - being a small adition to one of the water functions so that it can read additional pointers from a table into extended memory. This way we can have many new water boxes without messing with the original pointers.
VL-Tone
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Posted on 05-18-09 09:38:49 PM Link | Quote
Originally posted by messiaen
I'm sure people won't mind incompatibility issues, as there's always the option of using old versions of Toad's Tool 64 for smaller hacks.

By the way, did the extended memory patch worked ok? I can work on a few more patches for the new ROM, one of them - which I'm already working on - being a small adition to one of the water functions so that it can read additional pointers from a table into extended memory. This way we can have many new water boxes without messing with the original pointers.


Yes extended RAM support works very well, it's now fully implemented in the level importer. I'll give you guys an more detailed update about the progress soon.

If you can get the water function patch to work, I'll add a water box creation/editing feature in the importer.
gtrent3
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Posted on 06-16-09 11:57:20 PM (last edited by gtrent3 at 06-17-09 12:01 AM) Link | Quote
Here is somthing to change the subject a bit. Would it be posible to recreate the hack on the "wii Homebrew"? It would be almost like you just bought Super Mario 65 (super mario 64 2:the missing stars) off of the wii shop channel. Oh and mesian, if you arnt gonna make a sequal who will?


Update: Sorry if it would be too late to do it. I thought we were done with this. Its been a long time since ive been on jul. It just goes to show you. You live and learn.
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Jul - SM64 Hacking - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) New poll - New thread - New reply




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